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HiddenLineage
2011-12-27, 08:37 PM
Entry Requirements Race: Any non dragon (cannot already be a half-dragon).
Alignment: Same as dragon type chosen at first level.
Class: Sorcerer, but cannot have multi classed.
Ability: Charisma 15 or higher.
Skills: Knowledge (Arcana) 8 ranks, Concentration 8 ranks, Spellcraft 8 ranks
Spells: Ability to cast 3rd arcane level spells.
Feats: Draconic Heritage
Languages: Draconic

1st level
Base Attack Bonus: +0
Fort Save: +0
Reflex Save: +0
Will Save: +3
Special: Bonus Draconic Feat, Dragon Breath, The Blood Within, Ties that Bind
Spells Per Day/Spells Known: +1 existing level in Sorcerer

2nd level
Base Attack Bonus: +1
Fort Save: +1
Reflex Save: +0
Will Save: +4
Special: Draconic Roar, Bite Attack, Sound Lance
Spells Per Day/Spells Known: +1 existing level in Sorcerer

3rd level
Base Attack Bonus: +1
Fort Save: +1
Reflex Save: +0
Will Save: +4
Special: Claw Attack, Force Breath
Spells Per Day/Spells Known: +1 existing level in Sorcerer

4th level
Base Attack Bonus: +2
Fort Save: +1
Reflex Save: +1
Will Save: +5
Special: Bonus Draconic Feat, Tail Attack, Spear Breath
Spells Per Day/Spells Known: +1 existing level in Sorcerer

5th level
Base Attack Bonus: +2
Fort Save: +1
Reflex Save: +1
Will Save: +5
Special: Dragon Wings, Breath of Fright, Domain Tapped
Spells Per Day/Spells Known: +1 existing level in Sorcerer

6th level
Base Attack Bonus: +3
Fort Save: +2
Reflex Save: +1
Will Save: +6
Special: Bonus Draconic Feat, Enervating Breath, Power in the Blood
Spells Per Day/Spells Known: +1 existing level in Sorcerer

7th level
Base Attack Bonus: +3
Fort Save: +2
Reflex Save: +2
Will Save: +6
Special: Paralyzing Breath
Spells Per Day/Spells Known: +1 existing level in Sorcerer

8th level
Base Attack Bonus: +4
Fort Save: +2
Reflex Save: +2
Will Save: +7
Special: Enervating Breath, The Blood Within
Spells Per Day/Spells Known: +1 existing level in Sorcerer

9th level
Base Attack Bonus: +4
Fort Save: +3
Reflex Save: +3
Will Save: +7
Special: Bonus Draconic Feat, Astral Breath
Spells Per Day/Spells Known: +1 existing level in Sorcerer

10th level
Base Attack Bonus: +5
Fort Save: +3
Reflex Save: +3
Will Save: +8
Special: Ancestral Power, Prismatic Breath
Spells Per Day/Spells Known: +1 existing level in Sorcerer

Class Features:
Weapons and Armor Proficiency: Dragonblood Descendant gains no proficiency with any weapons or armor.
+1 Spellcasting class level: Each level a character gains in this Prestige Class, also adds one level to his spellcasting class, gaining spells per day or any spells known, but not any other class features.
Bonus Draconic Feat: At 1st, 4th, 6th, and 9th levels the Dragonblood Descendant can pick one bonus Draconic Feat.
Ties that Bind: Grants the subtype Dragonblood, and you gain immunity to the type of energy of your dragon type, and the weaknesses as well.

Domain Tapped: The Dragonblood Descandant taps into his ancestery, and is able to now use one Domain. Domain must be approved by DM.

Dragon Breath: Gains a breath attack, same type as ancestral dragon. 1D8 per caster level/2. Breath can be emitted as a line or cone. Can be used once ever 1d4 rounds.

Dragon Wings: Dragon Descendent grows a pair of dragon wings. Average manueverability.
Power in the Blood: Grants the Dragonblood Descandant an extra spell known per caster level.
Draconic Roar: Lets out a dragon roar, mimicking a dragon's Frightening Presence for all enemies who hear it. Opponents must make a successful will save. Creatures with 4 or fewer hit die are panicked for 4d6 rounds. Those with 5 HD become shaken for 4d6 rounds. Creatures with more HD than the Dragonblood Descendant, or other dragons, or deaf creatures are immune to Draconic Roar. If used when making an intimidation check, target fails if they fail the will save.
Claw Attack: Gains a claw attack dealing 1d8 points of damage.
Dragon Tail: Gains a tail attack dealing 1d6 points of damage.
Bite Attack: Gains a bite attack dealing 1d8 points of damage.
Ancestral Power: Gain a few abilities of descended Dragon. Abilities are at DM's descretion. Number of abilities are also at a DM's descretion.

Class Skills: Bulff, Concentration, Diplomacy,Intimidate, Knowledge(Arcana), Knowledge(History), Knowledge(Planes), Spellcraft, Use Magic Device


Breath Effects:
Elemental Breath
Your Breath weapon deals damage of another Element.

Sound Lance
Your Breath Weapon deals Sonic damage.

Force Breath
Your breath weapon deals Force damage.

Breath of Fright
Puts a Fear effect on your breath. Will-Save nullifies.

Spear Breath
Turns your breath weapon into a spear of energy. Increases the range to 250 ft +20/level.

Enervating Breath
Applies Negative energy to breath weapon, dealing 1d6 negative levels.

Paralyzing Breath
Rather than dealing damage, your breath weapon paralyzes all creatures in its area for 1 round. A successful Fortitude save negates this effect. You can apply this breath effect only to a cone-shaped breath weapon.

Sleep Breath
Rather than dealing damage, your breath weapon puts all living creatures in its area to sleep for 1d3 rounds. Any creature that makes a successful Will save is instead exhausted for 1 round. Any creature whose Hit Dice exceeds your class level is unaffected by this breath weapon. You can apply this breath effect only to a cone-shaped breath weapon.

Astral Breath
Your breath attack can fully hit incorporeal and ethereal creatures.

Prismatic Breath
Sprays enemies with a multi-colored breath attack. Creatures are blinded for 2d4 rounds, in addition to the following random affects:
1d8 Color of Beam Effect
1 Red 60 points fire damage (Reflex half)
2 Orange 80 points acid damage (Reflex half)
3 Yellow 100 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 1d8 Con damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 -- Two effects; roll twice more, ignoring any "8" results













So...thoughts? Tweaks?